2. …Seriously, do you even need to ask?
It’s what make those BOOBY bounce in
3DGames!
3. There’s some options available.
1. PreUnity-Baked animation
Manual Animation in DCC tool and Baked
Physical or Spring-base Rig in DCC tool and Baked
2. Unity-In game Physic Calculation
Code base Physical Calculation
Joint Base Physic Component
4. The Bad:
Same in-Game result, not affected by other in-Game Factors.
The Good:
Light on Game engine as extra Runtime process isn’t needed.
What ever your DCC tools of choice is,
Make it in there, then import to Unity.
5. The Bad:
Require Intensive Setup
The Good:
Affected by In-Game factors. Adjustable.
Set it up in Unity and make it bounce while
character move
6. In order to use Mecanim’s ability to transfer
animation across rig. A test was conducted
Models with various settings were used
From the Right:
1. Original FBX with Animation
2. FBX with no Animation
Attached, moved via Mecanim
Controller
3. 2 with Added Physics
4. Test model with same Bone Naming
structure
5. 4 with Added Physics
6. Test model with different Bone
Naming structure
7. 6 with Added Physics
1234567
7. From the test, these conclusion were found
1. In order for extended bones on the boobs to move as in
original Motion,
The bones must be named with the exact same Naming
Structure.
2. Added Physics can be lay on top of keyframed Boob bones.
3. In order for the boob to be solely dependent on Physics,
they must not be keyframed upon export.